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| 28 Dec 2014 07:05 PM |
So I'm working on a global economy type thing.
I plan to be releasing stuff real-time across ALL servers of the game.
However, I don't want players to have a disadvantage because of internet.
I want it to release it asynchronously for everyone.
Most likely I'll use a RemoteEvent to fire all the clients to prepare for an item to be released, and this is the question:
What should the clients wait for that will be the most fair to release it to everyone at the same time? Something super fast to get. IDK if getting os.time() could take that long.
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Dec 2014 07:06 PM |
| What do you mean? I sort of thought I understood, but then I actually started teading and now I'm like what |
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| 28 Dec 2014 07:11 PM |
Okay so I really don't know if I'll be using HttpService or datastores for this.
Anyway, say I release the "SUPER SPARKLEY TIME FEDORA DOMINUS OF DOOM". I use stravant's module to encode the hat instance and save it to a datastore.
Now, every 30 or so seconds all servers will check the datastore to see if there's new items waiting to be released.
In turn, the servers will send a RemoteEvent request to all clients and it will basically tell them to create relevant GUIs and prepare for an item to be released.
Now. I need something to "start the race" for everyone. Something that will reduce the problem of slower internet by as much as possible. Basically they'll be waiting until the "gun fires" and release it. (that part's client side) |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 28 Dec 2014 07:15 PM |
Server --> Tell clients [Some few times]{ Client --> Tell server about client time Server --> Get diff } Server [Collect differences and average them for latency] Server --> Inform clients of release time + diff Clients [Alert release at time] Server [Wait for release] Client --> Inform server of local release Server --> Inform clients of server release Server --> Auth client events |
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| 28 Dec 2014 07:17 PM |
| didnt think of using specific clients latency thank you that might just be it |
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